# Using Mixamo for Rigging

{% embed url="<https://www.youtube.com/watch?v=CQwXJq6i0Z0>" %}
Rigging the VRM in Mixamo Video Tutorial
{% endembed %}

There are many ways to rig your character depending on which application you are using. The quickest way is to use [Mixamo](https://www.mixamo.com/), with a very fast system to rig a character that may be less accurate. It is possible to improve the rig and skinning in your 3D application.&#x20;

An alternative to Mixamo, that allows for more accurate joint positions but takes a little longer to do, is [Accurig](https://actorcore.reallusion.com/auto-rig) by Reallusion.

You can use any system that best suits the Unity Humanoid Avatar system.&#x20;

### Rigging in Mixamo

* **Go to the Mixamo websit**e [here](https://www.mixamo.com/).
* **Use the Upload Character button** on the right. *If your .fbx does not work, it may work better using a .obj instead.*

![Upload Character on Mixamo](/files/gWrVsi5leDgpJBmj56mO)

* **Select Next**
* **Position the key points on your avatar** as needed. The points will include the following :&#x20;

  * Chin
  * Wrists
  * Elbows
  * Knees
  * Groin

  Note how in this model the points were on the knees and not the coat, otherwise the position would be incorrect

![Position the key locations on your character](/files/gyO0F48R2aLb6jbBUoR0)

* You can **turn symmetry on/off as needed** at the bottom
* Once done, **use the Next button** at the bottom for processing (which will take a minute or two)
* Your can see the results before you **select the Next button** once again&#x20;

![Results of Mixamo rigging!](/files/yComXWU63V2m7oJDtlYs)

* You can **test other animations in the Mixamo library**, this can give you a good idea of if you need to do any cleaning up in your 3D application

![Test Animations on your rig](/files/jLE98PaWUHdBjTS4D7Hb)

* If you are happy with your avatar you can **download the result at the top right Download button**
* **Make sure to remove any animations** that you tested with before exporting the file as this will export the animation, not the avatar itself.
* When exporting, **select .FBX for Unity.** Selecting T-Pose on Download is optional, if you plan on importing the avatar directly into Unity after this, then a T-Pose is recommended. Otherwise the original pose may be better for further refinment in your 3D asset creation tool.

![Downloading your rigged avatar](/files/JOIlZ2nRbp97hsbqZO4l)

Now that you have a rigged avatar you can either import this directly into Unity, or clean it up further in your 3D application of choice.


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